Comments (2)
AI Booster has much more changes
AI has higher desire to build and keep larger standing army (Ground, Navy, Air and Nuclear Weapons). Finally the AI standing army unit numbers desires have been boosted, both for ground force / navy and air including nukes.
PSEUDOYIELD_STANDING_ARMY_NUMBER => 2.0 (1.0)
PSEUDOYIELD_STANDING_ARMY_VALUE => 0.5 (0.1)
PSEUDOYIELD_UNIT_COMBAT => 1.4 (1.0)
PSEUDOYIELD_UNIT_AIR_COMBAT => 15 (3)
PSEUDOYIELD_UNIT_NAVAL_COMBAT => 15 (1)
Higher priority for the AI to deploy Gold to buy units
Tactical Changes
Increased AI max operations and higher priority to attack cities.
PSEUDOYIELD_CITY_BASE => 200 (450)
PSEUDOYIELD_CITY_DEFENDING_UNITS => 40 (80)
this seems like my code?
UPDATE AiFavoredItems SET Value = 2 WHERE ListType = 'BaseOperationsLimits' AND Item = 'OP_DEFENSE'; -- def. 1 ?number of simultaneus ops? TUNE ACCORDING TO PEACE/WAR
UPDATE AiFavoredItems SET Value = 2 WHERE ListType = 'BaseOperationsLimits' AND Item = 'OP_SETTLE'; -- def. 1 ?number of simultaneus ops?
AI is more aggressive when at war to attack cities.
AiOperationTeams: Reducing the requirements for going to war, InitialStrengthAdvantage down, OngoingStrengthAdvantage down
AiOperationDefs: Reducing all other less agressive traits, like aid ally to 5 => TODO: review those priorities
AiOperationDefs: MinOddsOfSuccess VERY low, like 0.1/0.2, and city attacks have very high priority (=1)
Boosted default chance of producing settler, worker, trader, districts, airplanes, navy, nuclear weapons.
PSEUDOYIELD_UNIT_SETTLER => 1.1 (1.0)
PSEUDOYIELD_IMPROVEMENT => 1.0 (3.0)
PSEUDOYIELD_UNIT_SPY => 40 (20)
PSEUDOYIELD_DISTRICT => 5 (4.0)
PSEUDOYIELD_ENVIRONMENT => 0.75 (0.5)
PSEUDOYIELD_NUCLEAR_WEAPON => 40 (25)
PSEUDOYIELD_UNIT_TRADE => 4.0 (1.0)
from civ6-real-strategy.
Vanilla game
BaseOperationsLimits => all are 1 | RST sets some to 2
AiOperationTeams Initial/Ongoing Vanilla => AI Booster | RST TODO
Attack Enemy City 1.5/ 3.0 => 0.5/ 1.0 | 1.0/ 2.0
Wartime ... 0.5/ 3.0 => 0/ 0.5 | 0.5/ 1.0
Attack Walled City 2.0/ 4.0 => 1.0/ 2.0 | 1.0/ 2.5
Wartime ... 1.0/ 6.0 => 0.5/ 1.0 | 0.5/ 1.5
AiOperationDefs, odds of success. TODO
Attack Enemy City 0.5, Wartime 0.25 | 0.6, war 0.4 RST increases min odds, AIB decreases
Attack Walled City 0.6, Wartime 0.4 | 0.7, war 0.5 RST increases min odds, AIB decreases
AiOperationDefs, must have units. TODO
Attack Enemy City 5, Wartime 3 | 7, war 4 RST increases req units
Attack Walled City 10, Wartime 6 | 10, war 7 RST increases req units, AIB decreases - could be easier for AI to mount an attack...
AiOperationDefs, priorities. seems like bigger numbers are higher priority (?) AI Booster here uses an opposite logic i.e lower numbers are higher priority? It sets all attacks to 1. NO
from civ6-real-strategy.
Related Issues (20)
- Multiplayer Desync HOT 1
- DiploFavor exploit in Ancient Era HOT 4
- YieldSensitivities - what does it do?
- Minors - city builds HOT 8
- Units - pseudo yields HOT 12
- Investigating PSEUDOYIELD_CITY HOT 4
- Mod review: Naturalist and other Units AI Fix HOT 1
- GREAT_PERSON_CLASS_COMANDANTE_GENERAL not defined in Priorities
- ORIGINAL_CAPITAL malus remove only when the Capital can be attacked
- Remove StartBias changes and tweaks
- Cavalry units not used in city attacks HOT 1
- Luxury Deals buy/sell gap, what influences them
- Simplify time strategies
- GDRs not attacking cities with ranged attacks HOT 4
- Naval Superiority (vanilla) recruits land units (modern at, warrior monk) HOT 1
- SIEGE_SUPPORT blocking operations
- Compatibility with Extended Tech Tree mod HOT 1
- Possible sources of MP desyncs
- Base game only bug with ModernSensitivity HOT 1
- AIs not building Walls
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from civ6-real-strategy.